skia2/tests/sksl/shared/NormalizationGeo.glsl

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#version 400
uniform vec4 sk_RTAdjust;
layout (points) in ;
layout (invocations = 2) in ;
layout (line_strip, max_vertices = 2) out ;
void main() {
gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));
{
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
EmitVertex();
}
gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));
{
gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
EmitVertex();
}
EndPrimitive();
}